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This post will likely be the first of a few post-mortem reflections on T1: The Village of Hommlet, as my local gaming group just completed our tenth and final session in this classic Gygax module.

As this is my first AD&D adventure, I’m struck by a number of things:

I love AD&D. Yes, it’s clunky fairly often. Yes, we have to flip through the books to find rules fairly consistently. And, yes, more modern systems tend to make a little more sense. But you simply can’t say that AD&D is not fun, challenging, and exciting.

AD&D really is advanced. For less seasoned gamers, who had not already played RPGs, I could see this game being the death knell for their roleplaying. There’s a bit of a learning curve here.

The nostalgia is real. You really do get a taste of a different era and a different kind of gaming when you go back and play AD&D.But my fourth observation is where I’d like to dwell in this post:

To overcome this module, you really have to beat Gary Gygax. You’re not simply solving a puzzle or overcoming a challenge. You have to figure out Gygax’s gameplan, metagame a bit, and beat him!

The Gamers 2: Dorkness Rising

And to think, I would’ve known this already if I’d thought back to that modern classic gaming film, The Gamers 2: Dorkness Rising. Haven’t seen it? Read on…

Have you ever heard sentiments like these? Maybe you’ve said them yourself! The fact is, a lot of people have had bad experiences in competitive gaming. People have acted like jerks at tournaments. They’ve complained, harassed, or even cheated. I know, I’ve heard the horror stories! And for folks who’ve had that experience, I am very sympathic. Tabletop games should be different from those negative experiences.

That said, I just returned home from three days in lovely Roseville, MN, where I competed in the World Championship for the Star Wars Living Card Game. And I will report that (though coming in at a meager #35) I had a great time! And here’s what I want to report back to you:

After the conclusion of Day One of the Star Wars LCG World Championships

Competitive gaming, while it can have frustrating moments, can also be very fun. Have you not played laid-back, roleplaying games that got frustrating? Competitive play is the same way. Sometimes thing go awry. But often, it’s a great experience.

Here are my three take-aways from my World Championship experience that I think will encourage you to give competitive gaming another shot:

It appears that I struck a real chord with Tuesday’s article on player character death. Why did so many GMs and players respond so passionately to my post? Because players sometimes get mad at GMs when their characters die.

Not all players and not always. But it does happen and it creates tension at the tabletop, when players are angry over their characters’ deaths.

Another final shot of our fallen comrade. RIP Elder Cunningham. FWIW, the beholder there is actually a giant snake. I wouldn’t do that to Level 2 adventurers!

One particular response (from @theTinyGM on Twitter) took exception to my use of the word “threat” in relation to PC death. Her concern was that the language of a threat might set up a confrontational relationship between GM and player. Of course, nothing could be further from my intention.

But it raises the question: can GMs create conflict and challenges for PCs–can they “threaten” the livelihood of adventurers–without creating a confrontational atmosphere? I’m convinced you can! If I can pull it off, you can too!

Here are the three steps you can take to create a challenging situation that will end in nothing but fun and mutual respect at your gaming table:

Many of you have been writing and tweeting, asking how the Chasing the Dragon project is going. Well, we’re five sessions into The Village of Hommlet and we’ve got two player character deaths on the books. In fact, here’s a picture from our last session:

You can see poor Elder Cunningham (our cleric) lying slain amidst his foes. You can also see the pain on Patrick’s face (Elder’s player) on the top left, as he grieves his character’s untimely demise.

As a GM, I really feel bad when PCs die. I want players to have a good time…and having your character ignominiously slain with one attack (RIP Elder Cunningham) just doesn’t seem like much fun. So it leaves me with a question: should PC death be a real potentiality? Or should GMs avoid it at as much as they can?

D&D 5th Edition is finally coming of age. If you’re a DM just getting into the game (like myself), you have a short time before you hit option overload. The number of quality modules and campaigns being published by WotC and through the DM’s Guild is quickly getting to a saturation point, if you haven’t been working through them already.

As a DM, though, you really want to present the best gaming experience that your players can have. So where and how should you start? With the Starter Kit? With the sweet new Storm King’s Thunder campaign? Or perhaps with something new, original, and creative?

Rather than recommending a resource to you, I want to do you one better. I to help you, Dungeon Masters and Game Masters, to find your own personal game style and to choose accordingly. Here’s how:

We bring our work home with us literally, emotionally, and intellectually. We work on it at home. We stew on it at home. And we think about it at home. And we even bring our work to the gaming table.

How long does it take you to engage as a player or GM? How often do you find your mind wandering to the meeting earlier in the day? Does your work end up wandering into your headspace during your gaming, introducing unneeded distraction and stress?

If it does, it probably leaves you asking: is it possible to disconnect? Is it possible to just chill out and enjoy the evening without worrying about spreadsheets, projects, and emails?

I promise you: it is possible to disconnect. And here’s how you can do it:

And the problem isn’t scarcity–no, quite the opposite! The number of tabletop games available in 2016 is a bit mind-numbing. Not only do you have new games coming out quite frequently, but you’ve also got years of old games just waiting at your FLGS and on eBay.

And for grown-up gamers such as ourselves, our ability to take on new games is limited by our schedule. It’s tough to keep up with your responsibilities, while trying to learn every new game that comes your way.

So as the guy who’s been encouraging you to try out AD&D, 1st Edition, I feel it’s important for me to answer the question:

Is learning AD&D, 1st Edition worth the trouble?

And we’re off! Session 1 of Chasing the Dragon is on the books. My home group began playing T1 – The Village of Hommlet. As I’ve said about the module before, this introductory setting is just that: a setting. It’s a very good setting, but a setting nonetheless.

I’ve been spoiled by more recent adventure books, where the whole story is laid out for the GM step-by-step. Even more sandboxy ones, like D&D 4e’s The Slaying Stone or FFG’s Star Wars: The Jewel of Yavin, still had a general plotline to which the GM was supposed to draw the players back.

Not so with Hommlet! Instead, Mr. Gygax has put remarkably painstaking detail into his setting. Vivid characters–beautiful buildings–interest-provoking details–all of these with no plot hooks. Now you could imagine that the details are themselves the plot hooks, but the dots are left for the DM to connect.

My players were curious what kind of workout these guys did on a daily basis.

Now that I’m one session in, I’m fine with it. The players are enjoying the intricacies of the adventure thus far. They like the characters, the village, and the process. But here are the two things I wished I’d known as a first-time AD&D DM: Continue reading →

New DM for AD&D? Want to know where to start? Me too. I’ve never DMed this system, let alone played it. So I may be getting ahead of myself. Regardless, I took everyone’s advice and started at square one:

For many players, this was their first experience of AD&D. A very sandboxy Gygax module featuring a sleepy town with more than meets the eye. And, of course, a dungeon. What sets this module apart from others that I have read is this: there is no quest, no storyline, no plot. Only very detailed and interesting setting. For a beginner DM, this could be very challenging.

But what other options are out there that support new DMs and new players? A challenging question, to be sure. Hommlet is Gygax’s only introductory AD&D module. But there are a few out there that I’ve tracked down.

Another village. With yet more secrets. I think a pattern may be forming. This module was actually written specifically for new DMs, so it might actually be my first recommendation for those looking to learn. If I were not trying to go through all of Gygax’s work, this module would probably be the one I started with as a DM.

For our third episode, we commemorate the birthday of the late Gary Gygax, Dungeon Master par excellence! In an effort to remember him well, we explore a number of quotes that I’ve chosen that accentuate his personality and role in relation to the roleplayers.